The "Help me find a known PRE-EXISTING asset" topic (II)

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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AQT
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AQT »

Welcome to Gametoast. And please calm down. What makes you think that Mav made and/or released an Assault Gunboat? No such asset seems to exist.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AssaultGunboaters »

AQT wrote:Welcome to Gametoast. And please calm down. What makes you think that Mav made and/or released an Assault Gunboat? No such asset seems to exist.
Thanks AQT. I wanted to see if I can get the assault gunboat model from abraxas platform for my imp sides, but haven't been able to find the model anywhere. :google: I thought Mav may have made the model.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AQT »

Although I don't recall it being in that map, if you are sure it was there, then Mav most likely released it at the following link:
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Maveritchell »

AssaultGunboaters wrote:
AQT wrote:Welcome to Gametoast. And please calm down. What makes you think that Mav made and/or released an Assault Gunboat? No such asset seems to exist.
Thanks AQT. I wanted to see if I can get the assault gunboat model from abraxas platform for my imp sides, but haven't been able to find the model anywhere. :google: I thought Mav may have made the model.
The Assault Gunboat model was made by EvilleJedi; all I did was convert it. I didn't release any of the updated assets from Abraxas Platform 2.0, since most of the new assets were either mine I made for Dark Times or assets that I didn't make myself.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AssaultGunboaters »

Maveritchell wrote:Welcome to Gametoast. And The Assault Gunboat model was made by EvilleJedi; all I did was convert it. I didn't release any of the updated assets from Abraxas Platform 2.0, since most of the new assets were either mine I made for Dark Times or assets that I didn't make myself.
Did EvilleJedi ever release his assets? I wasn't able to find the username "EvilleJedi" and yet I found a venator that was labeled as his.
Hidden/Spoiler:
Otherwise could I mabye just find out where if anywhere I could get that asset? :bobba:
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Eggman »

Would anybody be able to re-upload CodaRez's Stormtrooper addon mesh pack? It would save me the trouble of having to create the exact same assets myself. Link to the original topic is below:

http://www.gametoast.com/forums/viewtop ... 64&t=20237
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by fasty »

Can anyone reupload the moving sandcrawler by Fragme in this thread? http://www.gametoast.com/forums/viewtop ... 64&t=15674
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by FragMe! »

Updated the link in the topic as well as here

http://www.gamefront.com/files/21134725/sandcrawler.zip
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Ty294 »

Hey, I'm pretty sure I saw that Bacta Injector gun that comes with the BF assets in several maps. But the one that you pull out of the assets isn't properly aligned to the unit's hands, so I assume people modified the model to make it fit into the hands right. Has this model been released anywhere?

Oh yah, and your Avatar is freaky Frag_Me...
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AQT »

Ty294 wrote:Has this model been released anywhere?
Tossing your assumption aside, yes, in the SWBF1 and SWBF2 mod tools.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by jdee/barc »

Maybe change the animationbank you're using for the bacta gun. (try "pistol", "rifle", and "tool")
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Ty294 »

I'm supressing comment/complaint since you are an Admin, AQT and I don't want to get in trouble.

@jdee/barc: I had tried making it work with BF1 before and I again tried both rifle and tool animations for BF2. It doesn't really matter, as the gun is naturally "floats" just out of the units hands. Here's an example:
Hidden/Spoiler:
Image
I don't know if there's any .option things that can be done or not. Otherwise, I'm pretty sure anyone else had to make some minor tweaks to the model if they wanted it to line up properly. My question was simply if anyone who had done that had released the fixed model.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by THEWULFMAN »

@Ty294


Which version exactly are you using? Because the one I use fits pretty nicely with rifle animations.

Here's the one I use if you want to see if it's different. Remember to do a manual clean if you overwrite the existing one in your side, since the munge ignores the "new" file if the date is the same or older.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AQT »

Ty294 wrote:I'm supressing comment/complaint since you are a moderator, AQT and I don't want to get in trouble.
I don't mind. I was suggesting that you use the version of the model found in the SWBF2 mod tools, not SWBF1. If a handful of people are using that model in their [SWBF2] maps without any problems, then that version of the model must be found in the SWBF2 mod tools. If there was indeed a fixed version that wasn't by Pandemic, and it was released here on Gametoast, then I would have linked it to you.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Ty294 »

AQT: No offense intended, but it sounded like you were making a smart-alek remark. Maybe you didn't intend it that way, since it's impossible to convey emotion over typed words, but that's just the way I took it. Sorry if you didn't mean it that way.

Anyway, I'm pretty sure I used the SWBF2 version and not the BF1 version. I had to get the texture file out of the BF1 files of course.

I try it again and see if I made a mistake somewhere, but I was almost certain I got it out of the BF2 files...

EDIT: Tried the version you get out of the common files of your SWBF2 map. Didn't work. I'm gunna try the SWBF1 version now.
EDIT2: That didn't work either. I guess I'm just gunna clean everything and try Wulfman's model and see if that's any better.
EDIT3: And... that failed too. This has got to be something with my munging... Wulfman, did you have a .option file for that msh?
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AQT »

Ty294 wrote:AQT: No offense intended, but it sounded like you were making a smart-alek remark. Maybe you didn't intend it that way, since it's impossible to convey emotion over typed words, but that's just the way I took it. Sorry if you didn't mean it that way.
You assume too much. Anyway, I still answered your original question. You wrote:
Ty294 wrote:Hey, I'm pretty sure I saw that Bacta Injector gun that comes with the BF assets in several maps.
What is "BF assets"? If it is the SWBF assets, then I had provided you with the other option where this model can also be found, the SWBF2 assets, which you made no mention of originally. Was I supposed to assume you meant both SWBF game assets?
Ty294 wrote:And... that failed too. This has got to be something with my munging... Wulfman, did you have a .option file for that msh?
Again, with the assumptions. A munging problem would not cause the weapon model to be offset nor are there any option parameters that can do that. Because the stock SWBF2 female Rebel Marksman unit has smaller hands than units using the default skeleton, this model appears the way it does for you.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Ty294 »

Well I'm sorry then. When I say "BF" or "SWBF" without a number, I guess I think of both of them.

And no, it isn't the unit model. I changed it to a different class (one that uses the Rebel Vanguard model to be exact) and the problem remains. I was suggesting option or munge issues simply because this appears to be a problem at my end, if this same model is working for everyone else and not me. I know, more assumptions. :roll:
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by DarthD.U.C.K. »

both thewulfmans and the stock swbf2 medkit are properly placed and a modeloffset cant be caused by a mungerror. maybe the new version wasnt munged?
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AQT »

Ty294 wrote:And no, it isn't the unit model. I changed it to a different class (one that uses the Rebel Vanguard model to be exact) and the problem remains.
It's not the unit model but rather the skeleton. But the way the gun is held now looks better using the default skeleton than before, right? Please keep in mind that this model isn't positioned perfectly to begin with.
Ty294 wrote:I was suggesting option or munge issues simply because this appears to be a problem at my end, if this same model is working for everyone else and not me.
Before you blame yourself and make up reasons, maybe you should see again how this model is positioned in the other mods and maps you claimed to have seen it used in and compare it to your own here. Because you seem to be under some kind of delusion that this model should be offset perfectly, that it is better than what was actually released.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Ty294 »

It's not the unit model but rather the skeleton. But the way the gun is held now looks better using the default skeleton than before, right? Please keep in mind that this model isn't positioned perfectly to begin with.
Not really, no. It still floats outside of the unit's hand.
Because you seem to be under some kind of delusion that this model should be offset perfectly, that it is better than what was actually released.
Mav's Dark Times mod features it and it is aligned.

Forget about guys, I'll find an alternative model to use.
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